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CLASSIC BATTLETECH: A GAME OF ARMORED COMBAT The introductory game in the Classic BattleTech line, the Classic BattleTech box set hurtles you onto the battlefields of the thirty-first century.This box contains everything needed to play, including: • 48 full-color stand-up cardboard playing pieces representing 24 of the most common BattleMechs used in the Inner Sphere • The Classic BattleTech Universe, a 48-page full-color book containing universe background and BattleMech technical data • One 64-page rulebook • One 24-page book of pre-generated BattleMech Record Sheets • Two 22” X 27” full-color mapsheets • Two six-sided dice • One full-color poster-sized map of the Inner Sphere circa 3067 Stock Number: 10980 Price: $34.99 CLASSIC BATTLETECH MASTER RULES, REVISED The complete guide to combat in the 31st century, the Classic BattleTech Master Rules, Revised is the single-source rulebook for advanced BattleTech players.It includes all the rules needed to simu- late exciting conflicts between BattleMechs, vehicles and infantry, as well as special rules for artillery, hostile environments, air and naval forces and much more.It also introduces players to the advanced weaponry and equipment of the Inner Sphere and Clans. Also included are scenario-building rules and the Battle Value System for balancing forces, making this a must have rulebook for any fan. Stock Number: 35000 Price: $34.99 CLASSIC BATTLETECH TECHNICAL READOUT: 3025 The ultimate guidebooks to the weaponry and war machines of the 31st century, BattleTech Technical Readouts provide descriptions of the BattleMechs, support vehicles, aerospace fighters and ships of the BattleTech universe. Each fully illustrated entry in these indispensable reference books contains complete BattleTech game statistics. Classic BattleTech Technical Readout: 3025 is the first in the series and represents the ’Mechs and technology available in the era as found in the Classic BattleTech box set. Stock Number: 10985 Price: $24.99 Copyright © 2005 WizKids, Inc. All Rights Reserved. Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior, and WK Games are reg- istered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. Printed in the USA. To learn more about the exciting world of BattleTech, visit our website at: www.classicbattletech.com Sample file

CLASSIC BATTLETECH MASTER RULES, REVISED Sample file · 2018-04-28 · CLASSIC BATTLETECH TECHNICAL READOUT: 3025 The ultimate guidebooks to the weaponry and war machines of the 31st

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CLASSIC BATTLETECH: A GAME OF ARMORED COMBATThe introductory game in the Classic BattleTech line, the Classic BattleTech box set hurtles you onto

the battlefields of the thirty-first century. This box contains everything needed to play, including:• 48 full-color stand-up cardboard playing pieces representing 24 of the most common

BattleMechs used in the Inner Sphere• The Classic BattleTech Universe, a 48-page full-color book containing universe background and

BattleMech technical data• One 64-page rulebook• One 24-page book of pre-generated BattleMech Record Sheets• Two 22” X 27” full-color mapsheets• Two six-sided dice• One full-color poster-sized map of the Inner Sphere circa 3067Stock Number: 10980 Price: $34.99

CLASSIC BATTLETECH MASTER RULES, REVISEDThe complete guide to combat in the 31st century, the Classic BattleTech Master Rules, Revised is

the single-source rulebook for advanced BattleTech players. It includes all the rules needed to simu-late exciting conflicts between BattleMechs, vehicles and infantry, as well as special rules forartillery, hostile environments, air and naval forces and much more. It also introduces players to theadvanced weaponry and equipment of the Inner Sphere and Clans.

Also included are scenario-building rules and the Battle Value System for balancing forces, makingthis a must have rulebook for any fan.

Stock Number: 35000 Price: $34.99

CLASSIC BATTLETECH TECHNICAL READOUT: 3025The ultimate guidebooks to the weaponry and war machines of the 31st century, BattleTech

Technical Readouts provide descriptions of the BattleMechs, support vehicles, aerospace fighters andships of the BattleTech universe. Each fully illustrated entry in these indispensable reference bookscontains complete BattleTech game statistics.

Classic BattleTech Technical Readout: 3025 is the first in the series and represents the ’Mechs andtechnology available in the era as found in the Classic BattleTech box set.

Stock Number: 10985 Price: $24.99

Copyright © 2005 WizKids, Inc. All Rights Reserved. Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior, and WK Games are reg-

istered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. Printed in the USA.

To learn more about the exciting world ofBattleTech, visit our website at:

www.classicbattletech.com

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A TIME OF WARINTRODUCTIONPERPETUAL WARA BRIEF HISTORY OF THE INNER SPHERE Rise of the Hegemony The Star League Era Centuries of War Steps Towards Peace Fourth Succession War Skirmishes and Plots Enemies From Beyond The Warriors of Kerensky Clan Invasion Victory and Change The Universe Turned Upside Down The Star League Reborn Civil WarsFACTIONS House Kurita (Draconis Combine) House Davion (Federated Suns) House Liao (Capellan Confederation) House Marik (Free Worlds League) House Steiner (Lyran Alliance) Mercenaries Other PowersTHE MECHWARRIORTHE BATTLEMECH Chassis Locomotion/Movement Systems Armor and Weapons Power Systems Defining Characteristics Movement Capabilities Heat Dissipation Systems and StrategiesTECHNICAL READOUT

INTRODUCTION BattleMechs are the most powerful war machines ever built. These huge, human-shaped vehicles are faster, more maneuverable, better armored, and more heavily armed than any other ground combat unit in history. Equipped with such deadly weapons as particle projector cannons, lasers, rapid-fire autocannons and missiles, these behemoths dominate the battlefields of the 31st century. BattleTech is a game that pits ’Mech against ’Mech on the battlefields of the future. Each player controls several BattleMechs, deciding how each ’Mech moves, when to fire its weapons, and what targets to aim at. The outcome of the battle is determined by the players’ decisions and the luck of the dice. Combat is played out on a game board that represents the battlefield, using stand-up counters to represent the mighty BattleMechs that fight for supremacy over the Inner Sphere. This book introduces players to the fascinating and stun-ning universe of BattleTech. A Time of War is a brief encapsula-tion of the BattleTech universe. With that, you’ll have a frame of reference to jump right into the short story Perpetual War that provides a taste for what BattleMech combat is like for the men and women who populate this exciting universe. Next, A Brief History of the Inner Sphere provides a glimpse of how humankind has expanded to the stars in the last millennium, while the Faction section details the major states in the uni-verse and what it’s like to follow each banner, as well as a short section detailing other powers as well. This is followed by The MechWarrior section that explains a MechWarrior’s place in this complex universe, as well as detailing how a he actually pilots a ’Mech. The final section of this book, The BattleMech, provides a general technical overview of the BattleMech and describes the specific capabilities and weapons of the twenty-four BattleMechs contained in this box.

Table of Contents/Introduction2

TABLE OF CONTENTS

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A TIME OF WAR For almost a thousand years, humans have journeyed into the far reaches of space, colonizing thousands of worlds and forming star-spanning alliances. From these grew the five vast star empires that make up the Inner Sphere. The Inner Sphere was rife with division as the ruling dynasties warred constantly over colony worlds with valuable resources. These titanic strug-gles led to the development of BattleMechs: gigantic, humanoid battle machines bristling with lethal weapons. From the twenty-fifth century onward, these walking tanks ruled the battlefields. As the price of conflict grew, the Inner Sphere tired of war. Eventually the five ruling Houses joined together in the Star League, a federation led by a First Lord and served by its own army. For nearly two hundred years, the Star League brought the Inner Sphere peace and prosperity. The sudden death of the Star League’s First Lord paved the way for an evil genius named Stefan Amaris to stage a bloody coup d’état. The Star League Defense Forces, commanded by the brilliant General Aleksandr Kerensky, refused to accept Amaris’s rule. They fought him in a bitter civil war—the largest conflict ever fought by humanity, before or since. Kerensky’s forces won, but at a terrible price. In the chaos that followed, the Council Lords were each determined to step in as First Lord. Despite the efforts of Kerensky to hold it together, the Star League dissolved. Unable to halt the conflict, Kerensky appealed to his sol-diers to join him in leaving the Inner Sphere. Nearly 80 percent of the Star League army heeded Kerensky’s call to build a new Star League somewhere far beyond explored space. Kerensky and his followers abandoned their homes and headed into uncharted areas of the galaxy, presumably never to return.

War followed war in the wake of Kerensky’s dramatic departure. For nearly three centuries, the Houses of the Inner Sphere fought in vain for the right to rule. These Succession Wars forged new alliances and cost the Inner Sphere lifetimes worth of scientific advancement and irreplaceable technology. Constantly maneuvering for position, the House Lords assumed that the greatest enemy they would ever face was each other. They were wrong. While the Inner Sphere sank into barbarism, Kerensky’s fol-lowers built a new society in the harsh environs beyond known space. They developed a rigid caste system based on eugenics and martial ideals, designed to produce the ultimate warriors. For nearly three hundred years, they were unified by one burn-ing goal: that when the time was right, they would return home and conquer the Inner Sphere. They planned to be the “saviors” of humanity and to rebuild the Star League in their own image. When the warlords of the clans decided the time had come to launch their invasion, they took their powerful ’Mechs and MechWarriors and drove straight toward Terra, the birthworld of humanity. Faced with a common enemy, the states of the Inner Sphere united against the threat, establishing a new Star League. Finally victorious in 3060, the Star League halted the Clan invasion and a new era of peace seemed to loom on the horizon. It was not to be, however, as war once again swept through almost every House and Clan, with the most vicious fighting centered around the civil war between House Davion and House Steiner. Now, with the end of the FedCom Civil War, a weary peace has settled across the Inner Sphere, but it is a peace filled with tension. This is but the eye of the storm.

A Time of War 3

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Perpetual War4

The two-meter wide metal claw swung down to drag dual furrows through the parched soil, kicking up plumes of dust that could be seen for klicks. The other claw, attached to a five meter long reverse-canted leg, swung forward to repeat the wound in the dirt in a lope

that ate up the ground at a over sixty klicks an hour. The dust column behind was impressive, reaching almost a hundred meters into the brightening dawn morning. There was nothing to be done, though. Surprise was gone and speed was of the essence. The raid had already begun. “Captain, I’ve got the coordinates confirmed by a fly-over.” The electronically reproduced voice of her XO still managed to convey levity, a good humor that he carried like a shield. “I copy, Joshua.” Unlike her XO, Captain Suzanne Lewis had no need of such protection. Why hide when the pain simply proved you were alive? Alive, exhilarated, terrified, joyous, filled with glory at piloting sixty-five tons of lethal machinery: all of it

brought an adrenaline high she could ride for days. Then again, it felt like she had been riding it for weeks; eating and sleeping it, just to survive. “I guess I owe you that Timbiqui Dark when this is over, Leftenant,” she said. Suzanne tried unsuccessfully to hide the disgust in her tone at losing the bet. “Sorry Cap, but you just shouldn’t bet against me on some-thing like this. It was pretty elementary to determine where the inbound DropShip was going to touch down by its trajectory as it hit the atmosphere. Comparing the intensity of the drive-flair with the known mass of the Union and correlating its velocity with the full possible range of empty to fully laden with a com-pany of twelve ’Mechs, only synched it. They grounded in sector A23.” “Yea, yea, I know. Honors in math, as well as electronics, blah, blah.” “Now you’re just being a sore loser.”

PERPETUAL WAR

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Perpetual War 5

“That’s because I lose sorely. You’ve been with me long enough to know that.” A barking laugh was answer enough. Clenching her jaw, she opened up a line to her entire company. “Alright, people, Joshua landed it on the head, as usual. We got bad guys grounding just a little too close to our supposedly hidden supply depot and that’s simply too much of a coincidence for me. I say they found out about it and they’re coming to ruin our party. But I hate gatecrashers, so who ever they are, we’re going to show them what Davion troops can do. Then, when this is over, I’m going to have a conversation with our friendly Intel man to discuss military intelligence issues.” A good round of laughter erupted at that comment. Nothing like the age-old oxymoron to lighten the mood.

Push through! They’re going to sack the depot if we don’t push through,” Suzanne said, re-stating the obvious in her frustration. “Cap, they’ve got a good cross-fire going and have managed to bottle the only pass across the

gorge,” Joshua said. “We could try to traverse it further down?” She punched up her tactical maps and queued through several until she found the appropriate one. After seeing the distances involved, she quickly discarded the idea. It was almost ten kilometers further south until there was a passable area again; too long, way too long. “That’s not going to work,” she said. “That’ll take too long. The depot is their target and we’ve got to push through. Striker Lance, I want you through that breach as quickly as possible. The Command Lance will follow, providing cover fire. Now go.” With a series of affirmatives echoing in her ears, her Striker Lance leapt into the breach of the canyon opening. Jessie’s Grasshopper waded into the blistering weapons fire that immediately answered the move. Armor blasted off in chunks to rain down on the ravine floor, but the Grasshopper trudged forward; for a moment, Suzanne pictured a man leaning into the gale of a storm. She pulled her targeting reticle across her forward view screen, lining it up with the shots’ point of origin. Though the angle was off, she hoped that laying down some fire in the gen-eral area would make the other MechWarrior duck and give her Striker Lance the chance to close. She tightened her grip on the right-hand joystick, sending thirty long-range missiles down-range. She couldn’t tell if the resulting series of explosions had actually damaged the enemy ’Mech, but the weapons fire from that quarter suddenly cut off. As soon as her weapons could cycle through, she maneu-vered to a better angle. The members of her Command Lance began following the Striker Lance into the breach as she ripped off another full salvo. Suzanne knew she was chewing through her ammunition reserves fast, but if it kept any of her company from harm’s way to the end of the canyon pass, she’d burn every last round she had. A warning siren of enemy fire blared, and a hard-rain of metal washed across her ’Mech, blasting armor and almost

knocking her Catapult from its feet. She tried to get a bead on where the attack had come from, but it wasn’t until her enemy locator designated the target that she was able to spot it, high up on the canyon wall. She smile grimly in admiration—the Dervish pilot had managed to jump up to a small ledge, barely wide enough for the ’Mech to stand on, and was returning mis-sile fire in kind. Before she could track her weapons up the wall, three cor-uscating beams of energy reached out to engulf the Dervish; one melted armor off the right arm, but the other two cored right into the right torso, the armor flashing instantly into a metallic vapor. The Dervish slammed back into the wall, and suddenly fire and death exploded out of the hole torn in the ’Mech’s torso. The top of the Dervish’s head blew off as the pilot ejected; the PPC strike to the right torso must have set off an ammunition explosion. As the ’Mech tore itself inside out, it slowly toppled and fell down the canyon wall, creating a huge landside. As luck would have it, the mountain of debris was far enough in front of her lead ’Mech that they were safe, but that didn’t make her any happier. As the last rocks stopped moving, she slammed her fist into her dashboard. She may not have lost a ’Mech, but they had ten kilometers to go before they could traverse this gorge and make it to the depot.

The cerulean beam of twisting energy slammed into the ground at Suzanne’s feet, paving a steaming glass trench in the dirt between her Catapult’s legs. Instinctively, she stomped both feet down hard onto the pedals, igniting her ’Mech’s jump jets and lofting into a ballistic arc that

would bring the machine slamming back to the ground in a barely controlled fall, some one hundred-twenty meters closer to her target. Her hand clenched convulsively on her right-hand joystick, sending thirty long-range missiles on tails of fire towards her elusive target. She knew her jump would throw the targeting off, but it would keep the enemy MechWarrior’s head down while she sought cover herself—cover that was hard to find on this blighted prairie “Incoming,” the voice exploded inside the confines of her neurohelmet. “I repeat, we have an additional bogie coming through the south section of the facility’s wall.” “Six and nine, I want that bogie taken down. Now,” she said, gritting her teeth for the impact to come. With a sound like a hundred-hovercar pileup, the Catapult landed, its jump jets pumping out superheated reaction mass in an effort to bleed off velocity. With a perfectly flexed knee motion timed to touch down, she didn’t even bite her tongue this time. A savage smile lit her face, while a chorus of “yes, sirs,” answered her com-mand. Quickly checking her secondary screen, she could see where the new threat had emerged. Luckily, this one was only a Panther. A fusillade of laser fire washed across her ’Mech from another quarter—looked like a Javelin out of the corner of her eye—as she wondered what brought the warriors of House Kurita to her door this time. Not that the snakes needed any

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